Archive for November, 2008

Thanks giving

Friday, November 28th, 2008

Thanksgiving is not something we usually celebrate in Europe, but I think every occasion we have to thanks people should be taken. First of all, I would like to thank our wifes and girlfriends. They agree to give us our chances, they suffer our absence from home, nights working on tight deadlines. All this without complaining. They also support us when things does not happen as expected.

After that, there is all the guys working with us, not counting on high salary but just there with the same goal as us: having fun creating games! I can’t count all the hours they spent on new projects, even to proof some concepts we had. We really have a wonderful team and we couldn’t have dreamt of any other.

For all you’ve done and are still doing for Fishing Cactus, thanks! If it becomes a renowned studio, you will be able to tell that you’ve played a huge role in it.

Equilibrio Dev Diary #3: Pay the price!

Tuesday, November 25th, 2008

This is the third Equilibrio Dev Diary posted on Fingergaming.

You can read our previous entries at the following links: Entry 1 and Entry 2.Today I’m going to talk about a slippery subject: defining the price of a game on the App Store.

As independent game developers and when you start the development of a new game, one day or another you’ll have to face the following question: what will be the price of this game? What will be our strategy to make a good game as well as a financial success? What?! This industry is not just fun and joy? Uh… in which world are you living? Developers are not only making games for the sake of humans’ entertainment, it is also a business and people are living of it.

For indies, careful thinking about the price, costs, Apple cut (30% of the price), marketing budget amongst other expenses is not really an option.

So defining the price is not an easy task especially if the price varies a lot like on the App Store where you have really good games at 0,99$ and some less good games at 7,99$… It is then difficult to define a price that will make your game stand out. You have to correctly analyze what other games propose and find a way to interest the gamers in buying your game.

There are different marketing strategies. Some “bigger” games have the following commercial principle: start with a very “high” price point which they lower every month or so thanks to the App Store’s flexible system. Other games remain at a high price point. Some other games offer different versions of their game with more or less content depending on the price (lite, normal or premium versions).

For Equilibrio, we are thinking about launching the game with a low price point (less than 5$). We also want to explore the option of additional content packs which can be purchased and downloaded with new bonuses and levels. We plan on making content packs available for less than 2$.

We think that this way the game stays accessible for a wide range of gamers and their budget while those who enjoyed the experience can invest more money if they want to.

Don’t hesitate to post comments if you want to share some ideas and comments about the price and trends in general on the App Store or for Equilbirio. I think it would be very helpful for Fishing Cactus and the whole iPhone developers’ community.

SESS : Data-driven Interactions of Characters with environment

Thursday, November 20th, 2008

At GDC 08, I had the chance to present the motion engine we developed at 10Tacle Studios Belgium. It was a great adventure and the results are really due to a fantastic team of programmers and game designers. Unfortunately, we did not survived to the 10Tacle financial storm. I really miss the mood we had in our office. This team was a family for a lot of us, with its good and bad days. But today, we need to walk forward.

The slides of this presentation were available on 10Tacle website, but everything vanished. I think it’s time to provide them again, as there’s not much chance to see Totems any time soon :-(

So from now on, the slides will be available from Fishing Cactus website

http://www.fishingcactus.com/blog/gdc-sess.rar

If you want to listen to my not-so-bad-English-with-a-French-accent, you can buy the talk audio here (Thanks to Julien Delezenne for the link )

Enjoy!

Defining a Coding Standard

Monday, November 17th, 2008

One of the first step a company must take is defining a coding standard, and possibly the last. The web and books are full of coding conventions, but you might want to specializes it.

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A fish in the sea #1: Funding

Saturday, November 15th, 2008

Here’s the very first short column I intend to write regarding Fishing Cactus company life. This column will talk about daily issues we face as a brand new company. We hope it will be interessting for any developer out there who dreams about starting his own company one day hahaha.

This particular post will talk about funding the company.

Funding is one of the first step when you’re starting a company and it is the time, using different tools, when the company tries to secure money to actually fund the studio (buy computers, rent offices, prepare its first project, this costs a lot of money). Most of the time people ask banks, investors or publishers to invest money in their company which leads those companies to start already with a loan on their back. This can be especially difficult if their first game is not a success (this can happen with original games for various reasons which aren’t directly related to game quality).

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Julien and I decided to go the “difficult” path, meaning that Fishing Cactus is self funded. We have no investors and no bank loan on our back. This makes things more difficult because we currently don’t have money to invest on our projects. We are starting out like a lot of independant game developers out there. Some are really famous, many of them aren’t just known (I hope it won’t happen to us though). On the other side we have the advantage of complete freedom.

After several years in the game industry, we see freedom as a real advantage.

Blobbies Wars XNA Dream Built Play contest

Saturday, November 1st, 2008

We submitted a version of Blobbies Wars in mid September for the XNA Dream Built Play contest hoping for a publishing contract with Microsoft. The contest has now ended, winners were announced and sadly we aren’t in the finalists.

Honestly the quality of the game was already pretty much there but there wasn’t enough polishing and content on the gameplay side to compete with other talented game creators. In fact there was only a two player game mode while other games had tons of modes, even multiplayer ones. The 1st game has even a level builder included! Difficult to stand against that…

In the end, I don’t feel so sad because we lost. I’m even more convinced that we can achieve something better next time, we just hadn’t enough time to invest on the project. Anyway this was a great opportunity to make an important step on the game.

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